Subcategories

  • Mixed Questions

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    SchulzS
    Is it possible to end games in a certain round with triggers? Is it possible having auto-intercept?
  • Auto-Intercept

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  • How to Balance Map?

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    @Mas-N so if the map is playable and you just want feedback on balance, you should upload it to triplea under experimental. You can then make adjustments for future versions as needed. Here's Frostion's guide. https://docs.google.com/document/d/1FfF7N0srp9QG0_if5D-c1d1Aa1QTttdhxgm1GBh3pI4/edit If you're not familiar with git, it might take a bit to figure out. Ask if you have any trouble.
  • Different upkeep method

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  • Retreating and Strategic Bombing Issues

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    @Mas-N 8500 lines of triggers!! :astonished_face: The map I am working on doesn't even have 8500 lines of code in total!
  • A new unit set up

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    SchulzS
    https://www.sendspace.com/file/oihq93 You can check it everything from there. I just can't update somethings via github due to wrong file structure. The land AA's are no different than classic anti air units. 1/6 chance for every air units. More ground AA stacks have no impact.
  • negative PUs?

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    Hi, the thought with a "negative" NO is very interesting, I will consider it It is problably the easiest solution - good idea!
  • moving units between territories via trigger?

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    RogerCooperR
    @ff03k64 You can use triggers to remove and add units but not to transfer them. For example, if you wanted to have a trigger to move units from Siberia to Moscow you could say remove 4 infantry from Siberia and another trigger add 4 infantry to Moscow. However, if there was no infantry in Siberia, the units would still add in Moscow. (You could however, make the presence of units in Siberia a condition for adding units in Moscow) It would be good to have a transfer trigger, which move units if available from one to another. You could make a feature request,
  • Unit Options

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    RogerCooperR
    @gabegolfer Air units not being able to capture territory or land at sea is foundational in TripleA. You could try making all areas 'land' areas and use terrain effects to prevent land units to moving to 'sea' areas.
  • Map Territories not the color of their Owner

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    wc_sumptonW
    @gabegolfer One thing that can cause this is the reliefTiles images are opaque. If you are using reliefTiles they should be set to about 50% transparent to allow color to show through. This is just a guess. Cheers...
  • Using triggers to add units with options

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  • Neutral joins opposing alliance

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    Hi @andrewthree This is from World War II Global 1940 2nd Edition <attachment name="conditionAttachment_False" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="switch" value="false"/> </attachment> This still a little confusing to me how it all works but basically the "conditionAttachmentFalse" acts as an on/off switch. It's attached to the "Germans" who go first, so I guess try attaching it to the first player in WAW for starters. <attachment name="conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="conditions" value="conditionAttachment_Mongolia_Not_At_War_With_Allies"/> <option name="switch" value="true"/> </attachment> I didn't list the condition for this one but "conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch" means if the Allies aren't at war with Mongolia it can be activated when it's conditions are met. <attachment name="conditionAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player"> <option name="battle" value="Russians:Japanese:any:currentRound:Manchuria:Jehol:Chahar:Suiyuyan:Kansu:Korea"/> </attachment> This does it a little different than what you have. "battle" means those territories just need to be attacked. Doesn't need to be conquered. <attachment name="triggerAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia"/> <option name="when" value="after:russiansBattle"/> <option name="uses" value="1"/> <option name="players" value="Russians"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_Mongolia_May_Change_To_Russians_Control_Switch"/> <option name="playerProperty" value="switch" count="false"/> </attachment> This part is still a bit confusing as well for me but I think <option name="playerAttachmentName" value="RulesAttachment" activates the first switch "conditionAttachment_False" if conditionAttachment_Russians_Conquer_Japanese_Territory_By_Mongolia" is true. <attachment name="triggerAttachment_Japanese_Conquer_Russians_Territory_By_Mongolia_2" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_False"/> <option name="when" value="before:japaneseNonCombatMove"/> <option name="uses" value="1"/> <option name="changeOwnership" value="Olgiy:Mongolians:Russians:true"/> <option name="changeOwnership" value="Dzavhan:Mongolians:Russians:true"/> <option name="changeOwnership" value="Tsagaan Olom:Mongolians:Russians:true"/> <option name="changeOwnership" value="Central Mongolia:Mongolians:Russians:true"/> <option name="changeOwnership" value="Buyant-Uhaa:Mongolians:Russians:true"/> <option name="changeOwnership" value="Ulaanbaatar:Mongolians:Russians:true"/> </attachment> So now that "conditionAttachment_False" is activated, the trigger changes Ownership. <attachment name="triggerAttachment_Japanese_Conquer_Russians_Territory_By_Mongolia_3" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_Japanese_Conquer_Russians_Territory_By_Mongolia"/> <option name="when" value="after:japaneseNonCombatMove"/> <option name="uses" value="1"/> <option name="removeUnits" value="Ulaanbaatar:infantry" count="1"/> <option name="removeUnits" value="Buyant-Uhaa:infantry" count="2"/> <option name="removeUnits" value="Olgiy:infantry" count="2"/> <option name="removeUnits" value="Dzavhan:infantry" count="1"/> <option name="placement" value="Ulaanbaatar:Russian_infantry" count="1"/> <option name="placement" value="Buyant-Uhaa:Russian_infantry" count="2"/> <option name="placement" value="Olgiy:Russian_infantry" count="2"/> <option name="placement" value="Dzavhan:Russian_infantry" count="1"/> </attachment> And now they change units. Also you want to use "conditions" not "trigger" for <option name="trigger" At any rate, what this all means is, if Mongolia is not at war with the Allies and Japan attacks one of the listed Territories, Mongolia will turn into Russian Territories and units. Hope it's not oo confusing. I think I confused myself already
  • What all does the end turn delagate do?

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  • Multiple tabs for user actions

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    @beelee I saw it in a map from 1.8. edit now that I am on my PC, it was war of the relic.
  • new production unit - barracks

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    @Numetalfan Sweet !
  • ad a new sea zone to an existing map

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    polygon grabber solved the porblems - this problem is solved ! thx @all
  • how does chooseBestRoll work?

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    RogerCooperR
    @beelee That property name should probably be changed to something like "Use Multiple Combat Rolls for Best".
  • How can I change unit properties with game options?

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    LaFayetteL
    FWIW, being able to specify unit stats at the start of a game is something I've wanted to build in for some time. Having to do triggers to get the same effect is clearly a workaround, so I'm sorry you're having to go through that pain. Hopefully some time in 2021 this will be a built in feature.
  • Trouble getting reliefTiles images to appear in the game

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    @Jason-Green-Lowe said The NullPointerException went away on its own. Don't know why, but I'll take it! I like it when things fix themselves
  • Createsunitslist at another stage of turn?

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Recent Posts

  • @BouncingGoat In the XML file, you can use "display" for any text in a "step". For example,

    <step name="GrayZombiesCombatMove" delegate="move" player="GrayZombies" display="Zombie Attack!"/>

    However, I don't get the joke. Easter Eggs in the Greek turn should be in Greek.

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  • Hello.
    I make a mod for the 1941 scenario with more nations (Fins, Greeces, Siamese, DanubeAxis, Egypts, NeutralAxis, NeutralAllies, NeutralNations, Baltics - Vichy France is replaced by NeutralAxis, south and central america by NeutralAllies) and i try to a Easter Egg in the game Sequence of Greeces:
    the combat move action must be renamed by the finnish words 'veturinkuljetaja kieriskelee pinaatissa' (it describes an railwayman that rolling in spinach), but i don't know, how.
    i think, with the actionstext.properties it works, but i don't know how i can make the keys for this.

    have one of you a idea for that problem?

    A totally beginner

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  • @TheDog This is about being able to place sea mines in any sea zone as a player. My solution was to make a territory adjacent to every sea zone in the game, but that inadvertently made blockade sea zones also adjacent to these territories, allowing you to blockade every player with one blockade zone.

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  • @VictoryFirst

    Hi victory!

    I agree with you, its unfortunate but it is what it is!

    Thanks a lot for your time!👍

    ~Ramon

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